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248 lines
6.9 KiB
HTML
248 lines
6.9 KiB
HTML
2 months ago
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<!DOCTYPE html>
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<html lang="en">
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<head>
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<title>three.js webgpu - caustics</title>
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<meta charset="utf-8">
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<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
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<link type="text/css" rel="stylesheet" href="main.css">
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</head>
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<body>
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<div id="info">
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<a href="https://threejs.org" target="_blank" rel="noopener">three.js webgpu</a> - realtime caustics
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</div>
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<script type="importmap">
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{
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"imports": {
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"three": "../build/three.webgpu.js",
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"three/webgpu": "../build/three.webgpu.js",
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"three/tsl": "../build/three.tsl.js",
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"three/addons/": "./jsm/"
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}
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}
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</script>
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<script type="module">
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import * as THREE from 'three';
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import { uniform, refract, div, positionViewDirection, positionLocal, normalView, texture, Fn, vec2, vec3, vec4 } from 'three/tsl';
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import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
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import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js';
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import { DRACOLoader } from 'three/addons/loaders/DRACOLoader.js';
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import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
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import Stats from 'three/addons/libs/stats.module.js';
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let camera, scene, renderer, controls;
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let stats;
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let gltf;
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init();
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async function init() {
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camera = new THREE.PerspectiveCamera( 25, window.innerWidth / window.innerHeight, 0.025, 5 );
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camera.position.set( - 0.5, 0.35, 0.2 );
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scene = new THREE.Scene();
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// light
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const spotLight = new THREE.SpotLight( 0xffffff, 1 );
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spotLight.position.set( .2, .3, .2 );
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spotLight.castShadow = true;
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spotLight.angle = Math.PI / 6;
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spotLight.penumbra = 1;
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spotLight.decay = 2;
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spotLight.distance = 0;
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spotLight.shadow.mapType = THREE.HalfFloatType; // For HDR Caustics
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spotLight.shadow.mapSize.width = 1024;
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spotLight.shadow.mapSize.height = 1024;
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spotLight.shadow.camera.near = .1;
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spotLight.shadow.camera.far = 1;
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spotLight.shadow.bias = - .003;
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spotLight.shadow.intensity = .95;
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scene.add( spotLight );
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// model / textures
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const dracoLoader = new DRACOLoader();
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dracoLoader.setDecoderPath( 'jsm/libs/draco/' );
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dracoLoader.setDecoderConfig( { type: 'js' } );
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gltf = ( await new GLTFLoader().setDRACOLoader( dracoLoader ).loadAsync( './models/gltf/duck.glb' ) ).scene;
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gltf.scale.setScalar( .5 );
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scene.add( gltf );
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const causticMap = new THREE.TextureLoader().load( './textures/opengameart/Caustic_Free.jpg' );
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causticMap.wrapS = causticMap.wrapT = THREE.RepeatWrapping;
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causticMap.colorSpace = THREE.SRGBColorSpace;
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// objects / material
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const duck = gltf.children[ 0 ];
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duck.material = new THREE.MeshPhysicalNodeMaterial();
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duck.material.side = THREE.DoubleSide;
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duck.material.transparent = true;
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duck.material.color = new THREE.Color( 0xFFD700 );
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duck.material.transmission = 1;
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duck.material.thickness = .25;
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duck.material.ior = 1.5;
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duck.material.metalness = 0;
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duck.material.roughness = .1;
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duck.castShadow = true;
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// tsl shader
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const causticOcclusion = uniform( 20 );
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duck.material.castShadowPositionNode = Fn( () => {
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// optional: add some distortion to the geometry shadow position if needed
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return positionLocal;
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} )();
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duck.material.castShadowNode = Fn( () => {
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const refractionVector = refract( positionViewDirection.negate(), normalView, div( 1.0, duck.material.ior ) ).normalize();
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const viewZ = normalView.z.pow( causticOcclusion );
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const textureUV = refractionVector.xy.mul( .6 );
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const causticColor = uniform( duck.material.color );
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const chromaticAberrationOffset = normalView.z.pow( - .9 ).mul( .004 );
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const causticProjection = vec3(
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texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset.x.negate(), 0 ) ) ).r,
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texture( causticMap, textureUV.add( vec2( 0, chromaticAberrationOffset.y.negate() ) ) ).g,
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texture( causticMap, textureUV.add( vec2( chromaticAberrationOffset.x, chromaticAberrationOffset.y ) ) ).b
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);
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return causticProjection.mul( viewZ.mul( 25 ) ).add( viewZ ).mul( causticColor );
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} )();
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//
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const textureLoader = new THREE.TextureLoader();
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// glass
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const colorMap = textureLoader.load( 'textures/colors.png' );
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colorMap.wrapS = colorMap.wrapT = THREE.RepeatWrapping;
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colorMap.colorSpace = THREE.SRGBColorSpace;
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const glassMaterial = new THREE.MeshPhysicalNodeMaterial();
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glassMaterial.map = colorMap;
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glassMaterial.side = THREE.DoubleSide;
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glassMaterial.transparent = true;
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glassMaterial.color = new THREE.Color( 0xffffff );
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glassMaterial.transmission = 1;
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glassMaterial.ior = 1.5;
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glassMaterial.metalness = 0;
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glassMaterial.roughness = .1;
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glassMaterial.castShadowNode = vec4( texture( colorMap ).rgb, .8 );
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const glass = new THREE.Mesh( new THREE.PlaneGeometry( .2, .2 ), glassMaterial );
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glass.position.y = .1;
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glass.castShadow = true;
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glass.visible = false;
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scene.add( glass );
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// gui
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const gui = new GUI();
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gui.add( causticOcclusion, 'value', 0, 20 ).name( 'caustic occlusion' );
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gui.addColor( duck.material, 'color' ).name( 'material color' );
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gui.add( { model: 'duck' }, 'model', [
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'duck',
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'glass'
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] ).onChange( model => {
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duck.visible = glass.visible = false;
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if ( model === 'duck' ) {
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duck.visible = true;
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} else if ( model === 'glass' ) {
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glass.visible = true;
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}
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} );
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// ground
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const map = textureLoader.load( 'textures/hardwood2_diffuse.jpg' );
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map.wrapS = map.wrapT = THREE.RepeatWrapping;
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map.repeat.set( 10, 10 );
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const geometry = new THREE.PlaneGeometry( 2, 2 );
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const material = new THREE.MeshStandardMaterial( { color: 0x999999, map } );
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const ground = new THREE.Mesh( geometry, material );
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ground.rotation.x = - Math.PI / 2;
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ground.receiveShadow = true;
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scene.add( ground );
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// renderer
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renderer = new THREE.WebGPURenderer( { antialias: true } );
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renderer.shadowMap.enabled = true;
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renderer.setPixelRatio( window.devicePixelRatio );
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renderer.setSize( window.innerWidth, window.innerHeight );
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renderer.setAnimationLoop( animate );
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document.body.appendChild( renderer.domElement );
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// stats
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stats = new Stats();
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document.body.appendChild( stats.dom );
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// controls
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controls = new OrbitControls( camera, renderer.domElement );
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controls.maxDistance = 3;
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controls.maxPolarAngle = Math.PI / 2;
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window.addEventListener( 'resize', onWindowResize );
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}
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function onWindowResize() {
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camera.aspect = window.innerWidth / window.innerHeight;
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camera.updateProjectionMatrix();
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renderer.setSize( window.innerWidth, window.innerHeight );
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}
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function animate() {
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stats.update();
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for ( const mesh of gltf.children ) {
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mesh.rotation.y -= .01;
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}
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controls.update();
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renderer.render( scene, camera );
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}
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</script>
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</body>
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</html>
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